Basic Rules (adapted from
Rules for Girl Scout Tournaments)
INTRODUCTION
The
game time limit is 45 minutes and when the Judge calls time, no more
plays can be put on the board. Each player will subtract the
point value of the 7 tiles on its rack. If a player doesn't
have 7 tiles on its rack, he must draw enough tiles to total 7 if
there are enough tiles in the bag.
After
the first game, players will pair with the others at their table
that have similar win-loss records.
SETUP
In
game one, the player drawing the letter nearest to the beginning of
the alphabet plays first. The blank tile supersedes all other
tiles. Return the exposed tiles to the bag and reshuffle.
The
player going first draws seven tiles from the bag and places them on
his rack. Then the second player does the same. The game may then
begin.
GAME PLAY
1.
The
first player combines two or more of his tiles to form a word and
places it on the board to read either across or down with one letter
on the center (star) square.
The
center square is pink, which doubles the score for the first
word.
2.
A
player completes a turn by announcing the score. The player
records his new cumulative score and then draws as many new tiles as
played, thus always keeping seven tiles on his rack. Tiles
should NEVER be drawn
until the cumulative score has been recorded.
3.
Play
alternates between players. Each player, in turn, adds one or
more tiles to those already played to form new words. Diagonal
words are not permitted.
All
tiles played in a turn must be placed in one row, across or down on
the board, to form one complete word. If, at the same time,
they touch other tiles in adjacent rows, they must form complete
words, crossword fashion, with all such tiles. The player
gets full credit for all words formed or modified during his
turn.
4.
New
words may be formed by:
- Adding
one or more letters to a word or letters already on the board.
- Placing
a word at right angles to a word already on the board. The
new word must use one of
the letters already on the board or must add a letter to
it.
- Placing
a complete word parallel to a word already played so that adjacent
letters also form complete words.
5.
No
tiles may be shifted after the score has been
announced.
6.
When the timer has run out of sand, a player must put down a play or
state a number of tiles to be exchanged; otherwise, that turn is
considered passed to the other player. It is a necessary
courtesy to inform a player that their time is about to expire so
that the game may progress in a fair and timely
fashion.
THE BLANKS
6.
The
two blank tiles may be used as any letters. When playing a
blank, the player must state which letter it represents and record
the letter on paper before announcing the score to end their turn.
The blank remains that letter for the rest of the
game.
7.
A
blank tile may be turned over and confirmed to be a blank before the
play is accepted. Once the next player makes a play, a false
blank may not be corrected.
If
a false blank is detected before the next player makes a play, then
the play using the false blank comes off the board. The player
who played it loses a turn.
EXCHANGING TILES
8.
A
player may use a turn to exchange all or some of the tiles in their
rack. To do this, the player announces how many tiles they will
exchange and places the discarded tile(s) facedown. This ends
his turn. That player then draws the same number of tiles
from the bag and then mixes the discarded tiles with those in the
bag.
Tiles
cannot be exchanged if there are fewer than seven tiles in the bag.
If this occurs, a penalty applies and the player(s) must call
for the director.
9.
A
player may pass his turn at any time without exchanging any tiles by
saying "pass." No score is received for this
turn.
CHALLENGING A PLAY
10.
The
Official SCRABBLE® Players Dictionary, Fourth Edition (OSPD4) and
The Official Word List, Second Edition (OWL2) are used to adjudicate
challenges.
11.
Any
play may be challenged before the next player starts their turn.
If the player wants to consider challenging the play, he can
call "hold". He must call "hold" before his opponent has drawn
new tiles.
Players
must not draw new tiles too quickly before their opponents have time
to see the play.
When
a hold occurs, the challenged player cannot draw new tiles for 20
seconds. After this time, he can draw new tiles but must keep them
separate from his other tiles until the other player decides to
challenge the play or withdraws the hold. After one minute, if
a challenge has not been issued, the hold is automatically
withdrawn, and the play can no longer be
challenged.
12.
To
challenge the play, the challenger stops the timer and says
"challenge." The challenger then calls for a Word Judge and
shows the Judge which words formed on that turn are being
challenged.
If
there is at least one word that is found unacceptable, the player
being challenged takes back his tiles and loses that turn. If
all the words challenged are acceptable, the challenger loses his
turn. There is no penalty for challenging the final play of
the game.
It
is strongly advised that all players on a team agree to challenge.
This will help minimize careless
challenges.
SCORING
13.
Both
players should record each player's score, entering it after each
turn is announced and before drawing new tiles. Always record
your opponent's cumulative score before making your own play. Check the score announced
by your opponent for accuracy when he makes his play.
Games
will not be recounted laterthough either player may correct a score
or his addition before the game ends.
14.
The
value of each letter is indicated by a number at the bottom of the
tile. The value of the blank is always
zero.
15.
The
score for each turn is the sum of the letter values in each word
formed or modified on that turn, plus the additional points obtained
from placing tiles on premium squares.
16.
A
light blue square doubles the value of a letter placed on it; a dark
blue square triples the letter value. The score for an entire
word is doubled when one of its tiles is placed on a pink square; it
is tripled when one of its tiles is placed on a red square.
Include
premiums for double or triple letter values, if any, before doubling
or tripling the word score.
Letter
and word premiums count only on the turn in which they are played.
On later turns, tiles already played on premium squares count at
face value. When a blank tile is played on a pink or red square, the
value of the word is doubled or tripled, even though the blank
itself has no score value.
17.
When
two or more words are formed in the same play, each is scored. The
common letter is counted for each word and the full premium value,
if any, is awarded for both.
18.
Any
player that plays all of their seven tiles on a turn scores a
premium of 50 points after totaling the score for the turn.
This play is commonly called a
"bingo."
ENDING THE GAME20.
The
game ends when:
- all
tiles have been drawn, and one player uses their last letter
or..
- when
all possible plays have been made or...
- when
there are six successive scores of zero resulting from passes,
exchanges or challenges and the cumulative game score is not
zero-zero or...
- when
the round officially ends
21.
For
this event, no game may continue past 45 minutes. Once the
official end of the
round is announced, no tiles can be placed on the board.
22.
If
a player makes his play and the end of game is announced, he must
still draw
his replacement tiles. Each player must end the game with a
full rack unless there
are no tiles left in the bag to be
drawn.
23.
When
the game ends, each player's score is reduced by the sum of their
unplayed tiles.
In
addition, if a player used all their tiles and the bag is empty, the
sum of the other player's unplayed tiles is added to that player's
score.
24.
The
player with the highest score wins the game.
ADDITIONAL REGULATIONS
25.
When
drawing tiles, do not look in the bag to see what you are
drawing.
26.
Never
return any tiles to the bag unless you are exchanging letters on
your turn. If you have drawn too many tiles, raise your hand
and ask for assistance; an overdraw penalty will be
applied.
27.
Never
make use of any dictionary, word list or electronic device during a
game. The exception to this is the ability to purchase
"advice" from a Word Judge remember, the money goes to
charity!
28.
Whenever
there is any question or concern, a player should raise their hand
and ask to speak with a Word Judge.
WINNING THE TOURNAMENTThe
player with the highest cumulative score from both games wins the
tournament. Prizes are awarded in the team and individual
categories.